Animation Parameters.



Scenarii: 9 types of animations can be produced. 4 basics animations (see tutorials here):
  Rock: the image will rock around the Y axis.
  Xrot: the animation will produce a full rotation around the X axis (horizontal)
  Yrot: the animation will produce a full rotation around the Y axis (vertical)
  Zttrans: the animation will produce a zoom into the molecule (eye-image center axis)

And 5 more evoluates animations :
  DM: the animation will show the structure fluctuation along a molecular dynamics trajectory
  NMR: the animation will produce a frame for each model present in the PDB file
  Complex Merge and Split: the animation will produce a complex animation showing the bound to unbound sub-structure (split) or unbound to bound sub-structure (merge)
  Complex Ligand: the animation will produce a complex animation showing the unbound to bound receptor-chemical ligand

Camera: The camera option are simple, wide, ultra-wide,zoom, rotX, and rotY (see exemples). The camera camera is focus on the structure (center auto) or on specficic atom (see scene parameters). During the movie, according the case :
  simple : The angle of these static camera depends on the "Angle" option (auto or user).
  wide : the static camera show an intermediate view of the scene. Namely, The angle is set to default (25) and the camera is translate on the Zaxis (~-100.).
  ultra-wide : the static camera show an very large view of the scene. The camera use the "Angle" value and is Translate on the Zaxis by (Angle+100.). This is particularely usefull for complex animation, when the subunit are splited, and for huge proteins (like Groel).
  zoom : the camera will move from the ultra-wide view to the simple view.
  rotX : the simple camera will rotate according the X axis (90°).
  rotY : the simple camera will rotate according the Y axis (360°).

Note 1: Due to their type, the static camera option have to be test for each protein. Considering a small protein, the simple and ultra-wide will give better result. Oppositely, with a huge protein (like the chaperonine GROEL), only the ultra-wide camera will give a nice result. Nevertheless, for the majority of the case, the user will note notice this difference.
Note 2: The camera rotation (X and Y) is not suitable for the "t_box" background scene. The camera will go out of the box, and will only show the external wall.

Renderer : You have the choice between megapov and dino. Notice that for dino, the camera, lighting and background options are disable.

Animation options : These allow to specify the magnitude of the animation. The move is rendered using a number of "Frames". Each of it is the result of an elementary transformation depending on the nature of the animation. The magnitude of this elementary transformation is dependent on the "Step". For the basic animation, this corresponds to a rotation in degrees around the Y or the X axis. For the Z translation, the step corresponds to a multiplying factor of the translation value. For NMR scenarii the "number of Frames" is related to the duration of the animation. In DM scenarii the "number of Frames" correspond to the desired number of frame from the trajectory. In Complex the "number of Frames" is only related to the duration of the animation.
The "Delay" is an option for the post-processing production of animation. For a gif animation, it is the time between each image. For a mpeg movie, it is the number of frames per second.